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UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderCompilerCommon.cpp: Common functionality for platform Shader Compilers.
=============================================================================*/
#include "ShaderCompilerCommon.h"
#include "ModuleManager.h"
IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderCompilerCommon);
void BuildResourceTableTokenStream(const TArray<uint32>& InResourceMap, int32 MaxBoundResourceTable, TArray<uint32>& OutTokenStream)
{
// First we sort the resource map.
TArray<uint32> SortedResourceMap = InResourceMap;
SortedResourceMap.Sort();
// The token stream begins with a table that contains offsets per bound uniform buffer.
// This offset provides the start of the token stream.
OutTokenStream.AddZeroed(MaxBoundResourceTable+1);
auto LastBufferIndex = FRHIResourceTableEntry::GetEndOfStreamToken();
for (int32 i = 0; i < SortedResourceMap.Num(); ++i)
{
auto BufferIndex = FRHIResourceTableEntry::GetUniformBufferIndex(SortedResourceMap[i]);
if (BufferIndex != LastBufferIndex)
{
// Store the offset for resources from this buffer.
OutTokenStream[BufferIndex] = OutTokenStream.Num();
LastBufferIndex = BufferIndex;
}
OutTokenStream.Add(SortedResourceMap[i]);
}
// Add a token to mark the end of the stream. Not needed if there are no bound resources.
if (OutTokenStream.Num())
{
OutTokenStream.Add(FRHIResourceTableEntry::GetEndOfStreamToken());
}
}
void BuildResourceTableMapping(
const TMap<FString,FResourceTableEntry>& ResourceTableMap,
const TMap<FString,uint32>& ResourceTableLayoutHashes,
TBitArray<>& UsedUniformBufferSlots,
FShaderParameterMap& ParameterMap,
FShaderResourceTable& OutSRT)
{
check(OutSRT.ResourceTableBits == 0);
check(OutSRT.ResourceTableLayoutHashes.Num() == 0);
// Build resource table mapping
int32 MaxBoundResourceTable = -1;
TArray<uint32> ResourceTableSRVs;
TArray<uint32> ResourceTableSamplerStates;
TArray<uint32> ResourceTableUAVs;
for( auto MapIt = ResourceTableMap.CreateConstIterator(); MapIt; ++MapIt )
{
const FString& Name = MapIt->Key;
const FResourceTableEntry& Entry = MapIt->Value;
uint16 BufferIndex, BaseIndex, Size;
if (ParameterMap.FindParameterAllocation( *Name, BufferIndex, BaseIndex, Size ) )
{
ParameterMap.RemoveParameterAllocation(*Name);
uint16 UniformBufferIndex = INDEX_NONE, UBBaseIndex, UBSize;
if (ParameterMap.FindParameterAllocation(*Entry.UniformBufferName, UniformBufferIndex, UBBaseIndex, UBSize) == false)
{
UniformBufferIndex = UsedUniformBufferSlots.FindAndSetFirstZeroBit();
ParameterMap.AddParameterAllocation(*Entry.UniformBufferName,UniformBufferIndex,0,0);
}
OutSRT.ResourceTableBits |= (1 << UniformBufferIndex);
MaxBoundResourceTable = FMath::Max<int32>(MaxBoundResourceTable, (int32)UniformBufferIndex);
while (OutSRT.ResourceTableLayoutHashes.Num() <= MaxBoundResourceTable)
{
OutSRT.ResourceTableLayoutHashes.Add(0);
}
OutSRT.ResourceTableLayoutHashes[UniformBufferIndex] = ResourceTableLayoutHashes.FindChecked(Entry.UniformBufferName);
auto ResourceMap = FRHIResourceTableEntry::Create(UniformBufferIndex, Entry.ResourceIndex, BaseIndex);
switch( Entry.Type )
{
case UBMT_TEXTURE:
OutSRT.TextureMap.Add(ResourceMap);
break;
case UBMT_SAMPLER:
OutSRT.SamplerMap.Add(ResourceMap);
break;
case UBMT_SRV:
OutSRT.ShaderResourceViewMap.Add(ResourceMap);
break;
case UBMT_UAV:
OutSRT.UnorderedAccessViewMap.Add(ResourceMap);
break;
default:
check(0);
}
}
}
OutSRT.MaxBoundResourceTable = MaxBoundResourceTable;
}
bool RemoveUniformBuffersFromSource(FString& SourceCode)
{
static const FString StaticStructToken(TEXT("static const struct"));
int32 StaticStructTokenPos = SourceCode.Find(StaticStructToken, ESearchCase::CaseSensitive, ESearchDir::FromStart);
while (StaticStructTokenPos != INDEX_NONE)
{
static const FString CloseBraceSpaceToken(TEXT("} "));
int32 CloseBraceSpaceTokenPos = SourceCode.Find(CloseBraceSpaceToken, ESearchCase::CaseSensitive, ESearchDir::FromStart, StaticStructTokenPos + StaticStructToken.Len());
if (CloseBraceSpaceTokenPos == INDEX_NONE)
{
check(0); //@todo-rco: ERROR
return false;
}
int32 NamePos = CloseBraceSpaceTokenPos + CloseBraceSpaceToken.Len();
static const FString SpaceEqualsToken(TEXT(" ="));
int32 SpaceEqualsTokenPos = SourceCode.Find(SpaceEqualsToken, ESearchCase::CaseSensitive, ESearchDir::FromStart, NamePos);
if (SpaceEqualsTokenPos == INDEX_NONE)
{
check(0); //@todo-rco: ERROR
return false;
}
FString UniformBufferName = SourceCode.Mid(NamePos, SpaceEqualsTokenPos - NamePos);
check(UniformBufferName.Len() > 0);
static const FString CloseBraceSemicolorToken(TEXT("};"));
int32 CloseBraceSemicolonTokenPos = SourceCode.Find(CloseBraceSemicolorToken, ESearchCase::CaseSensitive, ESearchDir::FromStart, SpaceEqualsTokenPos + SpaceEqualsToken.Len());
if (CloseBraceSemicolonTokenPos == INDEX_NONE)
{
check(0); //@todo-rco: ERROR
return false;
}
// Comment out this UB
auto& SourceCharArray = SourceCode.GetCharArray();
SourceCharArray[StaticStructTokenPos] = TCHAR('/');
SourceCharArray[StaticStructTokenPos + 1] = TCHAR('*');
SourceCharArray[CloseBraceSemicolonTokenPos] = TCHAR('*');
SourceCharArray[CloseBraceSemicolonTokenPos + 1] = TCHAR('/');
// Find & Replace this UB
FString UBSource = UniformBufferName + FString(TEXT("."));
FString UBDest = UniformBufferName + FString(TEXT("_"));
SourceCode.ReplaceInline(*UBSource, *UBDest, ESearchCase::CaseSensitive);
// Find next UB
StaticStructTokenPos = SourceCode.Find(StaticStructToken, ESearchCase::CaseSensitive, ESearchDir::FromStart, CloseBraceSemicolonTokenPos + 2);
}
return true;
}